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Elder Evils

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Marcus Hape CR 12<br />

hp 60 (12 HD)<br />

Male human rogue 4/assassin 4/thrall of Demogorgon BoVD 4<br />

CE Medium humanoid<br />

Init +8; Senses Listen +10, Spot +10<br />

Languages Abyssal, Aquan, Common<br />

AC 22, touch 15, flat-footed 18; uncanny dodge<br />

Resist evasion<br />

Fort +7, Ref +14, Will +7; +2 against poison<br />

Speed 30 ft. (6 squares)<br />

Melee +1 frost longsword +14/+9 (1d8+3 plus 1d6 cold)<br />

Ranged +1 returning dagger +15 (1d4+3 plus poison)<br />

Base Atk +10; Grp +10<br />

Atk Options Combat Reflexes, Thrall to Demon (+1 luck bonus<br />

while performing evil act 1/day), death attack, dual actions<br />

2/day, poison (Fort DC 20, 1d6 Con/2d6 Con), reaching<br />

touch 3/day, sneak attack +4d6<br />

Combat Gear 4 potions of cure light wounds<br />

Spell-Like Abilities (CL 12th):<br />

1/day—hypnosis (as 30-ft. gaze attack, DC 13)<br />

3/day—touch of fear (as cause fear, DC 13)<br />

Abilities Str 14, Dex 18, Con 11, Int 14, Wis 13, Cha 8<br />

SQ poison use, see invisibility 1 minute/day<br />

Feats Alertness, Combat Reflexes B , Deformity (eyes) B , Evil<br />

Brand B , Improved Initiative, Improved Toughness LM ,<br />

Iron Will, Stealthy, Thrall to Demon B , Weapon Focus<br />

(longsword)<br />

Skills Balance +12, Bluff +8, Climb +10, Diplomacy +5 (+7<br />

against evil), Disable Device +9, Disguise +7, Escape Artist<br />

+7, Forgery +5, Hide +14, Intimidate –1 (+1 against<br />

evil), Knowledge (arcana) +4, Knowledge (local) +8,<br />

Knowledge (religion) +6, Listen +10, Move Silently +18,<br />

Perform +4, Search +4, Sense Motive +6, Sleight of Hand<br />

+8, Spot +10, Swim +4, Tumble +9<br />

Possessions combat gear plus +2 studded leather, +1 frost<br />

longsword, +1 returning dagger (treated with deathblade<br />

poison), ring of protection +1, cloak of resistance +1<br />

Death Attack (Ex) DC 16, paralysis effect lasts 1d6+4 rounds<br />

(DMG 180).<br />

Dual Actions (Su) Twice per day, Marcus Hape can take two<br />

full rounds’ worth of actions in the same round.<br />

Reaching Touch (Su) Three times per day, Marcus Hape can<br />

increase his reach by 5 feet for 1 round.<br />

SPINE TEMPLE<br />

Rituals to awaken the Leviathan take place at a secret<br />

temple located in one of the mountainous spines that<br />

bristle along the great beast’s back. The spine, positioned<br />

not far behind the Leviathan’s head, rises from the water<br />

several miles off the coast. It is entirely featureless, leaving<br />

sailors and scholars alike utterly puzzled as to its origin<br />

and purpose.<br />

Originally used by chaos-worshiping spellcasters to<br />

recharge their arcane energy, the temple has long been abandoned.<br />

Axihuatl learned of its existence during his research<br />

on the Leviathan and intends to use the temple to awaken<br />

the creature, then return the Leviathan to sleep once it has<br />

done its work.<br />

KEY FEATURES<br />

The spine is ideal for Axihuatl’s purposes, since part of it<br />

rises above the water, part of it is below, and the lowest level<br />

contains an opening to the swirling heart of chaos inside the<br />

Leviathan’s body. A single entrance on the surface provides<br />

access to the upper temple.<br />

The upper level of the temple at the tip of the Leviathan’s<br />

great spine is above water, but the remainder is submerged<br />

beneath the waves. Long, dark, and perilous tubes provide<br />

access between levels.<br />

DEFENSES<br />

The temple is a baffling and alarming place for outsiders<br />

(see Encounter Areas, below, for details), and Axihuatl relies<br />

on secrecy to defend it. He does not venture into the lower<br />

levels of the temple very often, remaining content to let the<br />

various chaotic obstacles of the lower levels keep the place<br />

safe from intruders.<br />

ENCOUNTER AREAS<br />

The following locations correspond to those indicated on<br />

the map.<br />

First Level<br />

The uppermost level of the temple is a roughly conical<br />

chamber where surface-dwelling cultists perform their rituals.<br />

A massive shaft of bone, elaborately carved and fluted,<br />

supports the arched ceiling. At the base of the central pillar<br />

is the ritual space where Axihuatl (in human form) leads his<br />

air-breathing followers.<br />

A. Entrance<br />

This tube is dry and leads to an entrance on the surface<br />

(the other three on the level are filled with water after<br />

about 20 feet and lead to the next lower level). The cultists<br />

have fixed a rope ladder to enable easier access (Climb DC<br />

12). The exterior door is located about 10 feet above the<br />

surface of the water and requires a DC 24 Search check<br />

to locate.<br />

B. Ceremonial Circle (EL 16)<br />

The central pillar narrows down here, where a ritual circle<br />

is inscribed in the floor, surrounded by incomprehensible<br />

runes. If cast correctly, Axihuatl’s ritual will in theory wake<br />

the Leviathan for a time so it can smash the lands and sink<br />

most of the continents, and then send it back to sleep, leaving<br />

the world (in the ixitxachitl’s mind, anyway) a far better place.<br />

See encounter 5–1, page 74, for more details.<br />

C. Ascending Transport Tubes<br />

D. Descending Transport Tubes<br />

These tubes are about 10 feet in diameter and were used<br />

for access between levels when the temple was submerged.<br />

Warm water rises through the tubes, heated by the mass of<br />

the Leviathan below, so swimming down is somewhat more<br />

difficult than swimming up. Descending one level through a<br />

tube requires 10 minutes and requires a DC 15 Swim check.<br />

Failure means that the swimmer takes 1d6 points of nonlethal<br />

damage from fatigue.<br />

CHAPTER 5<br />

THE LEVIATHAN<br />

71

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